CoD 5 (WaW) - Patch 1.2 & No Sound

Started by Anonymous, February 07, 2009, 12:41:25 PM

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Anonymous

If you apply the just released patch 1.2 to CoD5 and end up with no sound, panic ye not! Go into Control Panel and set your sound to 16bit, 44kHz and all should be fine again.

Why don't software houses test properly :sideways:

Snokio

i had this problem when i first installed the game, wouldn't even got to the game menu, looks like they need to release a new patch already  :sideways:
 
I believe there is a new map with this patch :yahoo:
​ Bring on the randomness!
Apparently I actually exist! Or maybe it was the drink?

Anonymous

Quote from: Snokio;262380I believe there is a new map with this patch :yahoo:

It's an old map but different - it is the daytime version of Makin (the night time map with the huts on the beach!

Snokio

ahh right, thanks for the heads up :thumb:
​ Bring on the randomness!
Apparently I actually exist! Or maybe it was the drink?

Snokio

New Patch:
 
http://www.callofduty.com/supplies/pc-updates
 
Notes:
  • /record and /demo enabled in MP.
  • Server Log File improvements, including:
    • Team Names on Kill loglines.
    • Round Win and Loss.
    • Timestamps.
    • Additional action logging (took flag, destroyed headquarters, planted bomb, etc).
  • Improved sound initialization for Vista - fixes loss of sound for audio devices set higher than 16 bit 48000 Hz.  :ranting2:
  • Screenshots no longer overwrite each other.
  • Tweaked autobalance on select game modes.
​ Bring on the randomness!
Apparently I actually exist! Or maybe it was the drink?

Doorman

#5
Same place as previous post:)
                                             Call of Duty: World at War PC Patch 1.4
                                            Submitted: April 09th, 2009                                        
                                          Notes:
 
  • 3 new Multiplayer maps: Kneedeep, Nightfire, Station!
  • Nazi Zombies map with more weapons, Perks-a-Cola machines, and electroshock defenses: Verrückt!
  • Improved spawning logic.
  • Auto balancing improvements. Players are no longer auto balanced while completing objectives.
  • Mods: IWD's can be placed in the usermaps folder.
  • Mods: Hold Breath / Sprint functions as intended.
  • Mods: MissingAssets.csv is generated when maps are run with developer set to 1.
  • Fixed lag caused by shooting at tanks.
  • All rifle grenades fired during the first 15 seconds of Search & Destroy will be duds.
  • Players who equip a Bouncing Betty and melee teammates in Hardcore game modes are now credited with a team kill penalty.
  • Players are now deducted 200 points for team killing the bomb planter/defuser in Hardcore Search & Destroy.
  • Martyrdom no longer causes direct impact deaths in Hardcore modes.
  • "Bayonet jumping" has been disabled.
EDIT: Played Station (no, NOT Playstation!) last night. Very good.










     

Snokio

Patch 1.5 + map pack 2
 
Submitted: July 17th, 2009 :
  • 3 new MP maps: Banzai, Corrosion, Sup Pens!
  • 1 new Zombie map with a new weapon (the Wunderwaffe DG-2), flaming Hell Hounds, new traps, and more: Shi No Numa!
  • CO-OP hosts can now kick players from their lobby
  • Improved dog spawning in MP
  • Addressed an issue with Zombie pathing
  • Fixed an instance of the player model displaying incorrectly
  • Some unhandled exception errors have been addressed
  • Improved server browserââ,¬â,,¢s refresh functionality when the Source is set to ââ,¬ËœFavoritesââ,¬â,,¢
  • Added support for CODTV
  • ââ,¬Å"cg_DrawFPS 1ââ,¬Â now only displays FPS and cg ms/frame
  • Added RCon command "teamstatus" to display playersââ,¬â,,¢ team information
  • Mods: Added joinsquad script function
  • Mods: Players can now join CO-OP lobbies that are hosting map names with more than eighteen characters
  • Mods: Users can now load custom maps when the usermaps folder contains fifty or more custom maps
  • Mods: Removed the loading of duplicate assets that contributed to the ââ,¬Ëœ2048 materialsââ,¬â,,¢ error
  • Mods: Increased the amount of mods displayable in the Mods menu
  • Mods: Fixed a crash related to the mod.arena file
​ Bring on the randomness!
Apparently I actually exist! Or maybe it was the drink?

Doorman











     

Snokio

#8
news of Map pack 3, but i don't see it being available for the PC :ranting2:
 
http://www.callofduty.com/supplies/wawmappack3/
 
Edit:
 
"Hi all,

As with the previous two Map Packs, Map Pack 3 will indeed be coming to the PC ââ,¬â€œ the team is hard at work on it and Iââ,¬â,,¢ll let you know when itââ,¬â,,¢s in test.

As such, there will be a Patch 1.6 as well, which will address some additional game issues. When I have details on what else will be included in the patch I will be sure to post them.

We appreciate your patience as always, and look forward to its release as much as you do!

Regards,
-JD"
​ Bring on the randomness!
Apparently I actually exist! Or maybe it was the drink?

Snokio

Looks like the 1.6 patch and map pack will be released next week :yahoo:
​ Bring on the randomness!
Apparently I actually exist! Or maybe it was the drink?

delankster

It is better to stay quiet and act the fool, than to say something and remove all doubt
[EMAIL=delankster@deadmen.co.uk]delankster@deadmen.co.uk[/EMAIL]

Snokio

Now available for download:

Patch 1.6 + Mappack 3
 
Submitted: September 18th, 2009

  • 3 new Multiplayer maps: Battery (mp_drum), Breach (mp_bgate), Revolution (mp_vodka)!
  • New Nazi Zombie map: Der Riese (nazi_zombie_factory), an all-new Zombie map set in a secret Nazi research facility featuring the Pack A Punch Machine, Teleporters, and many more undead hordes!
  • Exploits pertaining to Demo playback.
  • Favorites list now ignores filter settings.
  • Fixed S&D round counting error when round limit is reached.
  • New feature: in-game Add to Favorites.
  • Friends list: green online indicator.
  • Starting the game in Safe Mode will no longer toggle the ââ,¬Å"Soften Smoke Edgesââ,¬Â graphic option.
  • Fixed various crashes.
  • Mods: Client will no longer join a modded Co-op server via Game Invite unless they have that mod loaded.
  • Mods: Client running a mod will be asked to unload the mod if they attempt to join an unmodded server.
  • Mods: All single player levels can now be run with a mod loaded.
​ Bring on the randomness!
Apparently I actually exist! Or maybe it was the drink?